uniform sampler2D u_texture;

uniform vec4 color;

varying vec2 o_texture;

uniform int use_color;

void main() {
    
    if (use_color == 1)
    {
        gl_FragColor = vec4(color);
    } else {
        gl_FragColor = vec4(texture2D(u_texture, o_texture).rgb, 1.0);
    }
}
